>>5434>I've been thinking though of what kinds of mechanics you could add to a first person stealth game if someone were to make a new one. I don't want every game to just be mimicking Thief.The first thing to "solve" is how you the player can peek and see without being seen. Third person is fantastic for stealth since you can look around corners and the existence of minimaps with enemy tracking make it easy, but it's very cheaty and not as satisfying. Thief did first person stealth by using sound and brilliant level design. Not sure what specific mechanics you could add to it other than polish. There's gadgets and magic like Dishonored but it depends on how grounded you want your stealth game to be. It's a hard type of game to design.
>Even MGS has suffered, from the earlier games' intricacy to bland and barren open world in MGSV.Open worlds can be fun, but too much freedom makes it very easy to optimize the fun out of it. The game encourages stealth and non-lethal approaches through mission score, morality, and collecting dudes, but it's an awkward fit with the level design. When combined with how most locations are in open areas with lots of surrounding navigable terrain, the best strategy trends towards methodical tranqing of every enemy from outside before moving in to clean up stragglers in cqc. And if you somehow fuck up and alert the base, you're still fine since you have even more tools to commit the most amount of violence possible. I'm glad there's options and it's a fun game, but as a stealth game it's not very good. It's reminiscent of assassins creed in this respect and less MGS.
For stealth to be good I think there needs to be a greater emphasis on consequences for getting caught. Hard mission objectives failable on breaking stealth is all well and good but it comes as arbitrary if the game design doesn't match. There's also the type of consequence. Reloading a checkpoint is the easy option, but retreading old content quickly turns fear and immersion into frustration.